Browse Items (37 total)

Amor, JSC.; Aguado-Berenguer, S.; García-Pascual, F. (2022). Influence of service performance variables and brand variables on the loyalty of esports event users. Retos

Micallef, D., Parker, L., Brennan, L., Schivinski, B., & Jackson, M. (2022). Improving the Health of Emerging Adult Gamers—A Scoping Review of Influences. Nutrients, 14(11), 2226.

Shenkman, E., Coates, D., Chadov, A., & Parshakov, P. (2022). Team vs. individual tournament: An organizer's dilemma. Journal of Economic Behavior & Organization, 198, 476-492.

Crecelius, A. R., & Hetrick, N. (2022). Neurocognitive Capabilities and Physiological Responses to Cognitive Stress as well as General Health and Fitness Measurements in Competitive Gamers versus Non-Gamers.

Amor, J. S. C., Alguacil, M., & Gómez-Tafalla, A. M. (2022). Gender influence on brand recommendation at an esports event. Journal of Physical Education and Sport, 22(1), 231-238.

Shenkman, E., Coates, D., Chadov, A., & Parshakov, P. (2022). Team vs. individual tournament: An organizer's dilemma. Journal of Economic Behavior & Organization, 198, 476-492.

Maiorano, T. (2020). A Simple Solution to the Normative Practices of Copyright Infringement in the Video Game Streaming Community. U. Dayton L. Rev., 46, 325.

Anderson, S. L., & Johnson, M. R. (2021). Gamer identities of video game live streamers with disabilities. Information, Communication & Society, 1-16.

Shisha, S. (2020). Fairness, Copyright, and Video Games: Hate the Game, Not the Player. Fordham Intell. Prop. Media & Ent. LJ, 31, 694.

Cabeza-Ramírez, L. J., Muñoz-Fernández, G. A., & Santos-Roldán, L. (2021). Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities. In Healthcare (Vol. 9, No. 2, p. 192). Multidisciplinary Digital…

Mallari, K., Williams, S., & Hsieh, G. (2021). Understanding Analytics Needs of Video Game Streamers. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (pp. 1-12).

Ruberg, B. B., & Lark, D. (2021). Livestreaming from the bedroom: Performing intimacy through domestic space on Twitch. Convergence, 27(3), 679-695.

Kordyaka, B., Kruse, B., Jahn, K., & Niehaves, B. (2020). Why am I watching? Capturing the interplay of social and technological aspects of online live streaming. In GamiFIN (pp. 199-209).

Brewer, J., Romine, M., & Taylor, T. L. (2020). Inclusion at Scale: Deploying a Community-Driven Moderation Intervention on Twitch. In Proceedings of the 2020 ACM Designing Interactive Systems Conference (pp. 757-769).

Ruberg, B. (2021). “Obscene, pornographic, or otherwise objectionable”: Biased definitions of sexual content in video game live streaming. New media & society, 23(6), 1681-1699.

Schofield, D., & LeDone, R. (2019). The Motivations of a Video Game Streamers and their Viewers. Screen Thought, 3(1), 1-14.

Johnson, M. R., Carrigan, M., & Brock, T. (2019). The imperative to be seen: The moral economy of celebrity video game streaming on Twitch. tv. First Monday, 24(8).

Ruberg, B., Cullen, A. L., & Brewster, K. (2019). Nothing but a “titty streamer”: Legitimacy, labor, and the debate over women’s breasts in video game live streaming. Critical Studies in Media Communication, 36(5), 466-481.

Johnson, M. R., & Woodcock, J. (2019). The impacts of live streaming and Twitch. tv on the video game industry. Media, Culture & Society, 41(5), 670-688.

Sjöblom, M., Törhönen, M., Hamari, J., & Macey, J. (2017). Content structure is king: An empirical study on gratifications, game genres and content type on Twitch. Computers in Human Behavior, 73, 161-171.

Smith, T., Obrist, M., & Wright, P. (2013). Live-streaming changes the (video) game. In Proceedings of the 11th european conference on Interactive TV and video (pp. 131-138).

Pluss, M. A., Novak, A. R., Bennett, K. J., Panchuk, D., Coutts, A. J., & Fransen, J. (2022). The reliability and validity of mobalytics proving ground as a perceptual-motor skill assessment for esports. International Journal of Sports Science &…

Ribeiro, F. J., Viana, V., Borges, N., & Teixeira, V. H. (2021). The Emergence of eSports Nutrition: A Review.

Chan, G., Huo, Y., Kelly, S., Leung, J., Tisdale, C., & Gullo, M. (2022). The impact of eSports and online video gaming on lifestyle behaviours in youth: A systematic review. Computers in Human Behavior, 126, 106974.

In this paper, I examine the theoretical foundations of esports anti-doping policies. Specifically, I focus on the health- and integrity-related arguments on which esports organizations rely to justify their anti-doping efforts and how the arguments…

Pu, H., Kim, J. & Deprano, C. (2021). Can Esports Substitute Traditional Sports? The Convergence of Sports and Video Gaming during the Pandemic and Beyond. Societies, 11, 121.

Conroy, E., Kowal, M., Toth, A. J., & Campbell, M. (2021). Boosting: Rank and Skill Deception in Esports. Entertainment Computing 36, 100393.

Bickmann, P., Wechsler, K. Rudolf, K., Tholl, C., Froböse, I., & Grieben, C. (2020). Gaze Behavior of Professional and Non-Professional eSports Players in FIFA 19. International Journal of Gaming and Computer-Mediated Simulations, 12(3), 1-17.

Falkenthal, E., & Byrne, A. M. (2020). Distributed Leadership in Collegiate Esports. Simulation & Gaming, published online before print

Rusk, F., & Ståhl, M., (2020). A CA Perspective on Kills and Deaths in Counter-Strike: Global Offensive Video Game Play. Social Interaction, 3(2).

Taylor, N. T. (2015). Now You're Playing with Audience Power: The Work of Watching Games. Critical Studies in Media Communication, 33(4), 293-307

Macey, J., & Hamari, J. (2019). eSports, Skins and Loot Boxes: Participants, Practices and Problematic Behaviour Associated with Emergent Forms of Gambling. New Media & Society, 21(1), 20–41.

Macey, J., Abarbanel, B., & Hamari, J. (2020). What Predicts eSports betting? A Study on Consumption of Video Games, eSports, Gambling and Demographic Factors. New Media & Society, 1-25.

Woodcock, J., & Johnson, M. R. (2019). The Affective Labor and Performance of Live Streaming on Television & New Media, 20(8), 813-823.

Baltezarević, R., & Baltezarević, B. (2018). The impact of video games on the formation of eSports. Physical Education and Sport, 16(1), 137-147.

Abanazir, C. (2018). Institutionalisation in E-Sports. Sports, Ethics and Philosophy, 13 (2), 117–131.
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